How does FPS Sample menu load

Hi, so i’m fairly new to making multiplayer games and I wanted to dissect unity’s FPS sample to give me a bit of insight to how this was made and my approach was going through the menus.

So for the Level_Menu level I tried to find the UI Canvas for the game’s menu but couldn’t figure out how it was loading the “Don’t Destroy On Load” despite me disabling all entities in the scene. (I was trying to figure out which object had the script to load the menu), does anyone know how this works? It might be a dumb question but it’s better than knowing nothing.

Do you mean

clientFrontend = go.GetComponentInChildren<ClientFrontend>(); in Scripts/Game/Main/Game.cs?

Thank you, but how does game.cs run/ get instantiated on some levels? Sorry it’s just new to me.

Boot - There is a Boot Scene.

When you run the game in the editor, you will see a bootstrapper scene which always gets loaded (game prefab inside that, drives the rest). Check that path out, and you will see how things go down.

Sorry, I don’t have time at the moment to go into more detail.

CHeers
Micah

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Thanks! that’s the one

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